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http://us.battle.net/sc2/en/blog/20166312/call-to-action-june-28-balance-testing-6-28-2016
We’ve published a new Balance Test Map titled “(4)FrostLE (3.3.2 Balance v1.0).SC2Map” which contains the following changes that we’d like your feedback on:
Zerg
Queen's AA weapon range increased from 7 to 8 Spore Crawler's Root time decreased from 6 to 4
We encourage you to head on into the Balance Test Map to test these changes out! To find it, enter the Multiplayer section and navigate to Custom. The Balance Test Map will be at the top of the list under ‘Top Played.’
We’ve also updated the Extension Mod for balance testing, so you can play around with these changes on a variety of maps. Those of you interested in trying out the Extension Mod can do the following to get started:
Navigate to Browse Maps on the Custom Games menu Select a map and click the Create with Mod button in the lower right corner Choose to sort by Blizzard Mods from the dropdown list at the top of the screen Select the “Balance Test Mod” Extension from the list and then hit Create Game
If you're interested in the StarCraft II Balance Team's reasoning behind these potential changes, you can check out Senior Designer David Kim's Community Feedback Update and his recent post.
We’d like to remind you that feedback based on playtesting is the most helpful information you can share with us at this time. We kindly ask that you spend some time playing games on the test map before offering your thoughts on the changes listed above. We look forward to hearing your feedback and please remember that none of these changes are final.
Poll: Queen Anti-Air Buff?Negative (404) 63% Positive (237) 37% 641 total votes Your vote: Queen Anti-Air Buff? (Vote): Positive (Vote): Negative
Poll: Spore Crawler Root Time DecreasedPositive (367) 66% Negative (131) 23% 5 instead of 6 (60) 11% 558 total votes Your vote: Spore Crawler Root Time Decreased (Vote): Positive (Vote): Negative (Vote): 5 instead of 6
The Spore Crawler changes is going to have a huge effect on all three match ups. This is going to kill ZvZ Muta fights even more so than they currently do. It's also going to make it much more difficult to drop against Zerg.
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Canada8157 Posts
I'm not sure a queen range buff is the right direction. I don't mind the new root time
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I like the slight buffs more than nerfing other things, although I still think tankivac and adept shading abilities are a little too strong. This will help against harass in general, which has been a main part of the problem that KR zergs are having in both matchups.
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Really think the proposed balance change is a HUGE mistake. It almost will achieve nothing, but make stalemate styles be much stronger. Any kind of Viper/Spores/Broods/Queens/Infestor composition will be so much stronger with this and now Terran Nukes will do even less, since Spores can just reposition so freaking fast. If anything Spore Crawler should have more burrow time.. Zerg will be stronger late and before that almost nothing is changed, which is the opposite effect of what is currently needed.
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United Kingdom20274 Posts
Targetting a queen AA range buff because of liberators in TvZ is a pretty bad idea IMO - because every other air unit in every zerg matchup will probably be affected just as much or even more.
I think that the correct approach would be to make liberators hittable by whatever defenses you want to stop them, rather than buffing all of the defenses because of one edge-case unit.
Spore crawler root time will not "fix" this because spore crawlers cannot reach liberators on many maps and spawns; they're not a reliable defense against the current iteration.
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I'm not understanding everyone's hesitance or disapproval, Zerg anti air sucks and this is a pretty small way to boost strictly anti air power without turning the Hydralisk OP vs. Stargate openers especially. I've never understood why all these years later every race has reliable ways to not die to aerial units and Zerg really doesn't.
A big yes, Phoenix and Liberators needs to be a little more intimidated by packs of Queens then they currently are. Sky units in general are just strong as hell in LOTV, nothing wrong with giving more ways to counter it.
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Lets keep this on topic. This is a balance test map, can personal reviews of these changes be submitted instead opinion pieces? and mods remove the opinion debates and drama like in every other thread...
A third part to the poll could be:
Did you try these changes before voting?
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On June 29 2016 07:08 I wasbanned fromthis wrote: Lets keep this on topic. This is a balance test map, can personal reviews of these changes be submitted instead opinion pieces? and mods remove the opinion debates and drama like in every other thread...
A third part to the poll could be:
Did you try these changes before voting?
No but I've played enough thousands of games to know that Zerg anti - air buffs are overdue, and if Ultralisks get the nerf bat after Liberators and Phoenix flocks can be fended off with less casualties I'll be very pleased as well.
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I think the spore root time will be mostly irrelevant to the overall issues facing zerg (especially against liberators). It can't hurt though, so I don't mind the change.
The queen buff will have to be tried to see how much it actually affects areas both in and outside of liberators, though overall I think the changes are a step in the right direction, especially with the minor buffs instead of major nerfs.
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On June 29 2016 06:59 Beelzebub1 wrote: I'm not understanding everyone's hesitance or disapproval, Zerg anti air sucks and this is a pretty small way to boost strictly anti air power without turning the Hydralisk OP vs. Stargate openers especially. I've never understood why all these years later every race has reliable ways to not die to aerial units and Zerg really doesn't.
A big yes, Phoenix and Liberators needs to be a little more intimidated by packs of Queens then they currently are. Sky units in general are just strong as hell in LOTV, nothing wrong with giving more ways to counter it.
Because it's a buff that's telling you to go full turtle defensive. Yes, Zerg AA needs a buff, but not like this. Blizzard is just telling Zerg to turtle with queen spore ravager until T3 units, instead of promoting a more agressive (hydra based comp) or mobile (ling muta).
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On June 29 2016 06:58 Pugfarmer wrote: I like the slight buffs more than nerfing other things
This line of thinking has to go. It is the reason why we've seen so many units get a speed boost. Nerfs are fine.
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I have bad memories of when the "other" queen range was buffed.
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Add this : - adept shade cooldown heavy nerf ; - tempest supply increase to 5 or even 6 ; - removal of lib range
and we're good to go.
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Someone please make a competitive RTS...
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United Kingdom20274 Posts
On June 29 2016 07:21 BronzeKnee wrote:Show nested quote +On June 29 2016 06:58 Pugfarmer wrote: I like the slight buffs more than nerfing other things This line of thinking has to go. It is the reason why we've seen so many units get a speed boost. Nerfs are fine.
Yep. Mobility creep, range creep, general power creep has been objectively bad for the game
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On June 29 2016 07:23 [PkF] Wire wrote: Add this : - adept shade cooldown heavy nerf ; - tempest supply increase to 5 or even 6 ; - removal of lib range
and we're good to go.
I can't believe that shade ability for the adept hasn't been nerfed yet. Any ability that you can spam mindlessly without having to think is dumb...
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United Kingdom20274 Posts
On June 29 2016 07:50 blade55555 wrote:Show nested quote +On June 29 2016 07:23 [PkF] Wire wrote: Add this : - adept shade cooldown heavy nerf ; - tempest supply increase to 5 or even 6 ; - removal of lib range
and we're good to go. I can't believe that shade ability for the adept hasn't been nerfed yet. Any ability that you can spam mindlessly without having to think is dumb...
It's not even as mindless as the ravager ability (which is still a large upgrade from the old typical 1A unmicroable zerg blobs)
If there's any adept change then i'm all for shade numbers/redesign rather than more combat power nerfs
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It is pretty obvious this is a subtle nerf to Liberators. All too often does a Zerg have to constantly uproot / reroot Spores, and the Liberator is out of range which denies an unreasonable amount of mining time.
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On June 29 2016 07:52 Cyro wrote:Show nested quote +On June 29 2016 07:50 blade55555 wrote:On June 29 2016 07:23 [PkF] Wire wrote: Add this : - adept shade cooldown heavy nerf ; - tempest supply increase to 5 or even 6 ; - removal of lib range
and we're good to go. I can't believe that shade ability for the adept hasn't been nerfed yet. Any ability that you can spam mindlessly without having to think is dumb... It's not even as mindless as the ravager ability (which is still a large upgrade from the old typical 1A unmicroable zerg blobs) If there's any adept change then i'm all for shade numbers/redesign rather than more combat power nerfs yeah the unit itself is probably fine but the shade is problematic. Further patches should try to see what can be done with it (make it not cancellable, bigger cooldown... many things can be tried).
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On June 29 2016 06:56 Jer99 wrote: I'm not sure a queen range buff is the right direction. Queen range buffs are never the right direction.
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